Ejemplo n.º 1
0
bool GLCgShader::SetConstantArray(const str_type::string& name, unsigned int nElements, const boost::shared_array<const math::Vector2>& v)
{
	CGparameter param = SeekParameter(name, m_params);
	if (!param)
		return ShowInvalidParameterWarning(m_shaderName, name);

	cgGLSetParameterArray2f(param, 0, (long)nElements, (float*)v.get());
	if (CheckForError("Shader::SetConstantArrayF setting parameter", m_shaderName))
		return false;
	return true;
}
bool CgShaderProgramGL::setConstant(const io::stringc &Name, const f32* Buffer, s32 Count)
{
    if (!Buffer)
        return false;

    /* Get top-level parameter */
    CGparameter Param = cgGetNamedParameter(cgProgram_, Name.c_str());

    if (!Param)
        return false;

    /* Get array parameter */
    if (cgGetParameterType(Param) != CG_ARRAY)
        return false;

    s32 ArraySize = cgGetArraySize(Param, 0);

    for (s32 i = 0; i < ArraySize; ++i)
    {
        /* Get array element parameter */
        CGparameter ElementParam = cgGetArrayParameter(Param, i);

        switch (cgGetParameterType(ElementParam))
        {
        case CG_FLOAT:
            cgGLSetParameterArray1f(Param, 0, Count, Buffer);
            return true;
        case CG_FLOAT2:
            cgGLSetParameterArray2f(Param, 0, Count/2, Buffer);
            return true;
        case CG_FLOAT3:
            cgGLSetParameterArray3f(Param, 0, Count/3, Buffer);
            return true;
        case CG_FLOAT4:
            cgGLSetParameterArray4f(Param, 0, Count/4, Buffer);
            return true;
        case CG_FLOAT4x4:
            cgGLSetMatrixParameterArrayfc(Param, 0, Count/16, Buffer);
            return true;

        case CG_STRUCT:
        {
            /* Get structure field parameter */
            CGparameter FieldParam = cgGetFirstStructParameter(ElementParam);

            while (FieldParam)
            {
                switch (cgGetParameterType(FieldParam))
                {
                case CG_FLOAT:
                    cgGLSetParameter1f(FieldParam, *Buffer);
                    Buffer += 1;
                    break;
                case CG_FLOAT2:
                    cgGLSetParameter2fv(FieldParam, Buffer);
                    Buffer += 2;
                    break;
                case CG_FLOAT3:
                    cgGLSetParameter3fv(FieldParam, Buffer);
                    Buffer += 3;
                    break;
                case CG_FLOAT4:
                    cgGLSetParameter4fv(FieldParam, Buffer);
                    Buffer += 4;
                    break;
                case CG_FLOAT4x4:
                    cgGLSetMatrixParameterfc(FieldParam, Buffer);
                    Buffer += 16;
                    break;
                case CG_INT:
                    cgSetParameter1i(FieldParam, *((s32*)Buffer));
                    Buffer += 1;
                    break;
                default:
                    break;
                }

                FieldParam = cgGetNextParameter(FieldParam);
            }
        }
        break;

        default:
            break;
        }
    }

    return true;
}